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Topics - Razig

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Chrono / Gameplay Casual Discussion / Chrono Cross Perfect File
« on: September 02, 2019, 01:10:04 pm »
To celebrate the 20th anniversary of Chrono Cross, I'm finally getting around to replaying it after FAR too many years.

When Chrono Cross was released in America in 2000, I was in my second year of college. I found the time to play it all the way through, and also completed a New Game +. But then "real life" started hitting me hard, and I wasn't able to do another playthrough until 2003 or so. I made a few more attempts over the years, but something always got in the way.

Now that life has calmed down and I have more time on my hands, I want to finally give this wonderful game the attention it deserves. I'm hoping to make a "perfect file" with every character at their personal stat maximums.

So my question is: how do I do this? My understanding is that the stat gain system is designed to steer you toward an average for each level. Can I offset this effect by making sure to fight battles with every character at every star level until they each get their "mini-level," or will good gains one level just mean poor gains next level? Is it even possible to do what I'm trying to do, or is it all down to the whim of RNG?

Also, are there any special tricks to managing my save files? I seem to recall something about keeping an extra, unplayed file at each story branch point and using Continue + to bring everyone in at the lowest possible level, to ensure they're with you for the greatest amount of stars. Am I misremembering this, or is there something to it?

Lastly, what should I do with Pip? I remember him being extremely buggy and that he had to be handled in a very specific way to keep him from being permanently broken at level 99.

I'm really looking forward to finally being able to devote my full attention to this amazing game as I replay it after all these years, and I want to do it right!

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News Submissions / Chrono Orchestral Arrangement Box Set
« on: July 28, 2019, 08:09:56 am »
https://store.na.square-enix-games.com/en_US/product/570577/chrono-orchestral-arrangement-box-set-cd

Music from the upcoming Chrono Orchestra concert in Japan. Frankly, I'm surprised to see more acknowledgement from Square that Chrono Cross does, indeed, exist.

There are also standalone versions for each game's music if you'd rather have only one or the other, but the box set contains an exclusive bonus disc.

https://store.na.square-enix-games.com/en_US/product/570578/chrono-trigger-orchestral-arrangement-cd

https://store.na.square-enix-games.com/en_US/product/570579/chrono-cross-orchestral-arrangement-cd

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Chrono / Gameplay Casual Discussion / Bantam Imp Weirdness
« on: July 17, 2018, 06:47:03 pm »
I noticed an odd thing while playing Chrono Trigger today. I don't know whether it's a new bug introduced in the Steam version, or if it's been there all along and I've somehow never seen it happen in 23 years, or if I've seen it before but it just didn't register as strange until now.

Normally when fighting Bantam Imps on Mt. Woe, you have to kill the bird first, then the imp. Excess damage dealt to the bird doesn't carry over to the imp. (I think the bird's death spawns an entirely new imp, but graphically it looks like the original imp just falls to the ground.)

But while playing today, I noticed that whenever Ayla killed a bird with a counterattack, the imp would also die (or more accurately, fail to spawn). I didn't think to switch the Rage Band to another character, so I'm not sure if this behavior is unique to Ayla or if anyone can do it.

I'm curious to know whether this is a new thing, but I'm too lazy to play up to this point again on a SNES emulator to check. Does anyone know offhand?

Assuming it's not just some shenanigans introduced by the Steam/Mobile port, why would a counterattack cause the spawn trigger to be skipped? And is there anywhere else in the game that behavior could be abused?

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